Mercurial > nagslang
annotate nagslang/screens/area.py @ 319:01e98732de46
Open bulkheads are no longer opaque to furniture
author | Stefano Rivera <stefano@rivera.za.net> |
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date | Fri, 06 Sep 2013 02:01:30 +0200 |
parents | 768e1d06155f |
children | 0d7885e2f063 |
rev | line source |
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18 | 1 """Display a game area.""" |
2 | |
20 | 3 import pygame |
21 | 4 import pymunk |
5 import pymunk.pygame_util | |
20 | 6 |
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7 from nagslang.constants import ( |
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8 COLLISION_TYPE_WALL, COLLISION_TYPE_PLAYER, CALLBACK_COLLIDERS, |
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9 COLLISION_TYPE_FURNITURE) |
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10 from nagslang.enemies import DeadEnemy |
313 | 11 from nagslang.events import ScreenChange, DoorEvent, FireEvent, \ |
12 EnemyDeathEvent, ClawEvent | |
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Approximate levels and walls
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13 from nagslang.level import Level |
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14 from nagslang.screens.base import Screen |
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Basic claw attack, stealing liberally from other people's code! ;)
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15 from nagslang.game_object import Bullet, ClawAttack |
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16 from nagslang.sound import sound |
18 | 17 |
83 | 18 |
34 | 19 class ControlKeys(object): |
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20 direction_keys = { |
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21 (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]), |
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22 (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]), |
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23 (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]), |
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24 (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]), |
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25 } |
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26 |
34 | 27 def __init__(self): |
28 self.keys_down = set() | |
29 | |
30 def key_down(self, key): | |
31 self.keys_down.add(key) | |
32 | |
33 def key_up(self, key): | |
34 self.keys_down.discard(key) | |
35 | |
36 def handle_event(self, ev): | |
37 if ev.type == pygame.locals.KEYDOWN: | |
38 self.key_down(ev.key) | |
39 elif ev.type == pygame.locals.KEYUP: | |
40 self.key_up(ev.key) | |
41 | |
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42 def get_direction(self): |
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43 dx, dy = 0, 0 |
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44 for (tx, ty), keys in self.direction_keys.iteritems(): |
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45 if self.keys_down & keys: |
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46 dx += tx |
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47 dy += ty |
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48 return (dx, dy) |
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49 |
34 | 50 |
107 | 51 class Drawables(object): |
52 def __init__(self): | |
53 self._drawables = {} | |
54 | |
55 def add(self, drawable): | |
56 self._drawables.setdefault(drawable.zorder, []).append(drawable) | |
57 | |
58 def remove(self, drawable): | |
59 self._drawables[drawable.zorder].remove(drawable) | |
60 | |
61 def get_drawables(self): | |
62 for zorder in sorted(self._drawables): | |
63 for drawable in self._drawables[zorder]: | |
64 yield drawable | |
65 | |
66 __iter__ = get_drawables | |
67 | |
68 | |
18 | 69 class AreaScreen(Screen): |
21 | 70 |
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71 def setup(self): |
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72 self._disable_render = False # Avoid redrawing on scene changes |
34 | 73 self.keys = ControlKeys() |
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74 self._level = Level(self.name, self.world) |
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Load game objects from level.
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75 self._level.load(self.space) |
107 | 76 self._drawables = Drawables() |
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77 self.add_walls() |
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78 self._add_collision_handlers() |
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79 self.add_protagonist() |
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80 self.add_game_objects() |
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81 sound.play_music("POL-cyber-factory-short.ogg") |
21 | 82 |
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83 def teardown(self): |
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84 sound.stop() |
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85 |
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86 def _player_collision_pre_solve_handler(self, space, arbiter): |
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87 gobj = arbiter.shapes[1].physicser.game_object |
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88 result = gobj.collide_with_protagonist(self.protagonist) |
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89 # The collision handler must return `True` or `False`. We don't want to |
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90 # accidentally reject collisions from handlers that return `None`, so |
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91 # we explicitly check for `False` and treate everything else as `True`. |
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92 if result is False: |
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93 return False |
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94 return True |
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95 |
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96 def _furniture_collision_pre_solve_handler(self, space, arbiter): |
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97 furniture = arbiter.shapes[0].physicser.game_object |
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98 gobj = arbiter.shapes[1].physicser.game_object |
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99 result = gobj.collide_with_furniture(furniture) |
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100 return result is not False |
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101 |
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102 def _add_collision_handlers(self): |
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103 for collision_type in CALLBACK_COLLIDERS: |
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104 self.space.add_collision_handler( |
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105 COLLISION_TYPE_PLAYER, collision_type, |
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106 pre_solve=self._player_collision_pre_solve_handler) |
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107 self.space.add_collision_handler( |
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108 COLLISION_TYPE_FURNITURE, collision_type, |
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109 pre_solve=self._furniture_collision_pre_solve_handler) |
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110 |
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111 def add_walls(self): |
21 | 112 self.walls = [] |
113 body = pymunk.Body() | |
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114 body.position = (0, 0) |
53 | 115 walls = self._level.get_walls() |
116 for wall in walls: | |
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117 if len(wall) < 2: |
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118 # Don't try to add a useless wall |
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119 continue |
53 | 120 corners = wall |
121 corner = corners[-1] | |
122 for next_corner in corners: | |
123 wall = pymunk.Segment(body, corner, next_corner, 5) | |
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124 wall.collision_type = COLLISION_TYPE_WALL |
53 | 125 wall.elasticity = 1.0 |
126 self.walls.append(wall) | |
127 corner = next_corner | |
21 | 128 self.space.add(*self.walls) |
129 | |
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130 def add_game_objects(self): |
191 | 131 for drawable in self._level.drawables: |
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132 self._drawables.add(drawable) |
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133 |
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134 def add_protagonist(self): |
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135 self.protagonist = self.world.protagonist |
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136 self.protagonist.change_space(self.space) |
107 | 137 self._drawables.add(self.protagonist) |
21 | 138 |
18 | 139 def handle_event(self, ev): |
20 | 140 if ev.type == pygame.locals.KEYDOWN: |
141 if ev.key == pygame.locals.K_ESCAPE: | |
142 ScreenChange.post('menu') | |
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143 if ev.key == pygame.locals.K_c: |
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144 self.protagonist.toggle_form() |
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145 self.world.transformations += 1 |
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146 if ev.key in (pygame.locals.K_z, pygame.locals.K_LCTRL): |
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147 self.world.attacks += 1 |
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148 self.protagonist.attack() |
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149 if ev.key == pygame.locals.K_SPACE: |
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150 self.protagonist.perform_action() |
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151 elif DoorEvent.matches(ev): |
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152 self.protagonist.set_position(ev.dest_pos) |
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153 if ev.destination != self.name: |
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154 # Go to anther screen |
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155 self._disable_render = True |
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156 self.world.rooms += 1 |
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157 ScreenChange.post(ev.destination) |
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158 return |
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159 # else we're teleporting within the screen, and just the |
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160 # position change is enough |
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161 elif FireEvent.matches(ev): |
305 | 162 bullet = Bullet(self.space, ev.source, ev.impulse, ev.damage, |
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163 ev.source_collision_type) |
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164 self._drawables.add(bullet) |
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165 elif EnemyDeathEvent.matches(ev): |
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166 self.world.kills += 1 |
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167 dead_enemy = DeadEnemy(self.space, self.world, ev.position, |
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168 ev.enemy_type) |
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169 self._drawables.add(dead_enemy) |
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170 elif ClawEvent.matches(ev): |
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171 claw_attack = ClawAttack(self.space, ev.source, ev.vector, |
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172 ev.source_collision_type) |
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173 self._drawables.add(claw_attack) |
34 | 174 self.keys.handle_event(ev) |
18 | 175 |
87 | 176 def _calc_viewport(self, level_surface, display_surface): |
177 level_size = level_surface.get_size() | |
178 display_size = display_surface.get_size() | |
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179 protagnist_pos = self.protagonist.physicser.get_render_position( |
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180 level_surface) |
87 | 181 x_wide = display_size[0] // 2 |
182 y_wide = display_size[1] // 2 | |
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183 if display_size[0] > level_size[0]: |
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184 x = -(display_size[0] - level_size[0]) // 2 |
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185 elif protagnist_pos[0] < x_wide: |
87 | 186 x = 0 |
187 elif protagnist_pos[0] > level_size[0] - x_wide: | |
188 x = level_size[0] - display_size[0] | |
189 else: | |
190 x = protagnist_pos[0] - x_wide | |
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191 if display_size[1] > level_size[1]: |
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192 y = -(display_size[1] - level_size[1]) // 2 |
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193 elif protagnist_pos[1] < y_wide: |
87 | 194 y = 0 |
195 elif protagnist_pos[1] > level_size[1] - y_wide: | |
196 y = level_size[1] - display_size[1] | |
197 else: | |
198 y = protagnist_pos[1] - y_wide | |
199 return pygame.rect.Rect(x, y, display_size[0], display_size[1]) | |
200 | |
18 | 201 def render(self, surface): |
190
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202 if self._disable_render: |
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203 return |
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204 background = self._level.get_background() |
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205 mysurface = background.copy() |
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206 for drawable in self._drawables: |
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207 drawable.render(mysurface) |
87 | 208 render_rect = self._calc_viewport(mysurface, surface) |
209 surface.blit(mysurface, (0, 0), render_rect) | |
191 | 210 for overlay in self._level.overlay_drawables: |
211 if overlay.is_visible(): | |
211
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212 overlay.render(surface, render_rect.topleft) |
243 | 213 self.render_health_bar(surface) |
34 | 214 |
215 def tick_protagonist(self): | |
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216 dx, dy = self.keys.get_direction() |
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217 self.protagonist.set_direction(dx, dy) |
34 | 218 |
219 def tick(self, seconds): | |
303 | 220 super(AreaScreen, self).tick(seconds) |
34 | 221 self.tick_protagonist() |
143
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222 for drawable in self._drawables: |
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223 drawable.update(seconds) |
293
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224 if drawable.remove: |
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225 self._drawables.remove(drawable) |
243 | 226 |
258 | 227 def render_health_bar(self, surface, damage_experienced=None): |
243 | 228 rect = pygame.Rect(50, 500, 110, 50) |
258 | 229 if damage_experienced: |
230 health_box_colour = pygame.color.THECOLORS['red'] | |
231 else: | |
232 health_box_colour = pygame.color.THECOLORS['white'] | |
257 | 233 pygame.draw.rect(surface, health_box_colour, rect, 0) |
246 | 234 if self.protagonist.in_human_form(): |
243 | 235 health_colour = pygame.color.THECOLORS['red'] |
236 else: | |
237 health_colour = pygame.color.THECOLORS['purple'] | |
246 | 238 rect = pygame.Rect(55, 505, self.protagonist.get_health_level(), 40) |
243 | 239 pygame.draw.rect(surface, health_colour, |
246 | 240 rect, 0) |